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  • Free for All: Why MMOs should be kept alive forever

    by 
    Beau Hindman
    Beau Hindman
    06.26.2013

    We generally avoid the topic of emulator servers here at Massively for various reasons. I have different reasons for not discussing them as well, mainly that I do not agree with the use of art (games are art) without the owner's permission, no matter what. I want to get that out of the way now so we can discuss today's topic without filling the comments with emulator links we'll have to delete. And that topic is this: Should we maintain dead or dying MMOs after closure? I started thinking about this idea because I am currently wrapped up in a project to collect and catalogue every major bookmark of my life until I am "caught up" to about the time I started working at Massively. As part of the project, I am looking to save old pictures, projects and music, especially ones that exist on paper. Paper rots, after all. The project has made me think much more about my long history with MMOs. Should I be concerned that some of the digital versions of myself have or will disappear as games are sunsetted? Should we do something about this? I think we should, but if not emus, then what?

  • Free for All: How free-to-play affected how I feel about RIFT

    by 
    Beau Hindman
    Beau Hindman
    06.19.2013

    Back in April of 2011, I asked myself whether I would play RIFT if it were a free game. I know that I was impressed with its build quality but not so much with its lack of spirit. It seemed like a hollow game, one that used gimmicks to take the place of true adventure. At the same time, I didn't want to downplay how well it was made. I still agree with this sentiment; the game is great and has only improved over time, but I still wish it had a little something more. Did the recent switch to free-to-play change how I felt about the game? Why would a payment model affect how I felt while playing the game? After all, I champion the idea that a payment model does not define a game, but I still have to recognize how a payment model affects people. Including me.

  • Free for All: My very own top ten list of MMO pet peeves

    by 
    Beau Hindman
    Beau Hindman
    06.12.2013

    I couldn't just sit back and let Justin Olivetti have all the fun, could I? When he published The Perfect Ten: My gaming pet peeves, I swept my fist to the sky and screamed "Sypsterrrr!" Literally a week earlier I had jotted down an idea for a similar column. I mean jotted down because I keep yellow pads around the house for late-night ideas or dog-walk eurekas. Of course his will probably end up the superior article as he is the better writer (and has a good bit of facial hair), but I'm going to present mine anyway. In fact I'll do one better by listing 11 of my MMO pet peeves because, well, I jotted down 11.

  • Free for All: So about that PlayStation Home

    by 
    Beau Hindman
    Beau Hindman
    06.05.2013

    My birthday is this week, so I thought it was time to grab a PlayStation 3 bundle, something I have been wanting for a while. Not only have the prices dropped for the consoles, but with the next generation coming out soon, I knew that many of the games that I wanted to get for it would be even cheaper. On top of that, the PS3 is the best console for MMOs. It currently hosts several, one of them being PlayStation Home. My curiosity for Home has been fired up since I heard about it, but I've never before looked into it and have rarely heard anything more from it other than the occasional news story. Most of the time when I ask a PlayStation user about the virtual world, he'll just sort of shrug. It was about time I saw it for myself!

  • Free for All: Interviewing Achaea's Matt Mihaly for MUD May

    by 
    Beau Hindman
    Beau Hindman
    05.29.2013

    MUD May has been a very enjoyable experience, but the main thing I learned is that a month is not long enough to cover all of MUDdom. Not by a long shot. The fact is that MUDs have a much longer history than graphical, 3-D MMOs, and here we are on an entire site dedicated mainly to those! We owe a lot to MUDs, but I always try to point out to current or former players that we should not refer to these games only in the past-tense. They are still alive, filled with players and ongoing. That means they are just as viable and worthy of mention as World of Warcraft. How many of our favorite 3-D MMOs will be around for two or more decades? These wonderful games do need to improve in many areas, though. Some MUD developers are attempting to bring these text-based MMOs into the future, none better than Iron Realms Entertainment's Achaea. I sat down with Matt Mihaly, the CEO and Founder of Iron Realms since 1995, for an interview to talk about Achaea and the future of MUDs.

  • Free for All: An interview with ThresholdRPG's Michael Hartman

    by 
    Beau Hindman
    Beau Hindman
    05.22.2013

    The last time I explored ThresholdRPG, I had a blast. It was one of a batch of MUDs that I used to re-introduce myself to the ancient gaming genre, and I enjoyed its simplicity and friendly community. MUDs can seem to be very similar to each other, so in order to enjoy them, you must be able to pick out the finer details that separate them. In ThresholdRPG, I particularly enjoyed fishing, roleplay, customization, and a free-to-play model that was years ahead of its time when first released 17 years ago. The game can be a bit odd, like any MUD. During MUD May I've discovered just how confusing many of these titles can be, but I have also grown to enjoy solving the "mystery" of each game's particular set of code-words that unlock actions. ThresholdRPG is like other MUDs and introduces players to basic commands, but once out in the world a player is on her own. The good news is that an out-of-character help chat is always available and sits right on top of the standard roleplay-enforced chat. That juxtaposition of both channels actually helps immerse me in the game, allowing me to see literally where and when I can use out-of-character speech. I asked Michael Hartman, president and CEO of Frogdice, to talk about MUD development and branching out into other styles of gaming.

  • Free for All: Celebrating MUD May with Gemstone IV

    by 
    Beau Hindman
    Beau Hindman
    05.15.2013

    MUD May has been a blast so far, but I won't lie to you and say that I hope to even make a dent in the decades-old history of many of these titles. I decided instead to use some examples from my favorite MUDs that I have come across over the last couple of years. It's admittedly been a challenge to think about what to cover. Do I cover the communities? The in-game mechanics? The publishers? This week I decided to attempt to kill several birds with a handful of stones (and questions) and snagged Simutronics Producer Eric Latham for an video interview. Simutronics has been in the business for 26 years, and the publisher makes my favorite MUD, Gemstone IV. Latham has been with the company for 15 of those years! Technically I am using the interview and video as part of my Rise and Shiny series, but the questions and answers are more relevant to the general topic of MUDs. You might see it now as well as later, but it will hopefully provide some insight into the world of making MUDs.

  • Free for All: An intro to basic combat in MUDs

    by 
    Beau Hindman
    Beau Hindman
    05.08.2013

    Welcome back to the second installment of MUD May! Almost any time I write an article, I try to keep new players in mind. It's fun to see the reaction from readers when I talk about MUDs or other "classic" MMO models and how these games can pull in fresh blood. Many people seem to forget that there are new players coming into MMO gaming all the time, and MUDs should be no different. Over the next few columns, I will be pulling examples from five games: Gemstone IV, Dragonrealms, Threshold RPG, BatMUD, and Achaea to explain how some basic MUD systems work. With that in mind, I'd like to use this week's installment to explain -- in a very simple way -- how combat might feel in a MUD. One of the biggest hurdles for a new MUD player is often the massive amount of information that is built from decades of development. MUD players often sneer at the thought of simplifying the entry for new players. To be fair, this unwelcoming attitude is common in gaming in general. I feel differently, however, and want to explain some of the basics of these fantastic MMOs -- simply -- in a way that illustrates just how cool MUDs can be.

  • Free for All: Introduction to MUD May

    by 
    Beau Hindman
    Beau Hindman
    05.01.2013

    For the month of May, I will be using this column to cover the world of MUDs aka multi-user-domains or dungeons. MUDs are text-based MMORPGs, and playing one is sort of like playing through a choose-your-own-adventure book with potentially thousands of other players. I'm not so arrogant to think that I could cover the decades of MUD development within the span of five articles, but I've had a go at it in the past and want to examine the topic more. Why? There are many reasons, and to kick off this series, I'd like to talk about them. After today, my columns will concentrate on interviews with developers and players to explain how and why MUDs still work, and I hope that all of this will encourage many of you who have never tried a MUD to pick one out now. The recent buzz surrounding Twine-based games and interactive storytelling is perfect fuel for MUDs to come back into the spotlight. Unless, of course, many of the issues with the insulated community of MUDers sabotage the perfect timing. Let's get started.

  • Free for All: My favorite female armor sets

    by 
    Beau Hindman
    Beau Hindman
    04.24.2013

    Of all of the crazy characters from HBO's Game of Thrones, Brienne is easily my favorite. Why is she my favorite? It's not because she's just heroic or brave or any of the things that people often attribute to her; it's because she's a survivor. Much of that survival comes from her armor and the fact that she knows well enough to be able to protect herself! The actress Gwendoline Christie has talked about how uncomfortable the armor is to wear. I've heard the producers say that the metal skin is supposed to look sort of mismatched, and I love that. It only makes it stronger. I often wish MMOs represented armor in better ways, especially for female characters. Some MMOs do a better job than others, and some MMOs do a decent job some of the time. Here are some of my picks for my favorite armor sets for female humans, orcs, goblins or... well, you get the point. (Please don't post Game of Thrones spoilers in the comments section.)

  • Free for All: Ecol Tactics Online has a fun story but weak combat

    by 
    Beau Hindman
    Beau Hindman
    04.17.2013

    I took a look at Ecol Tactics Online not so long ago and mostly enjoyed what I found. When the game recently launched into open beta, I knew I had to check it out again. It's possible that the game I experienced before the open beta would be vastly different from the one I'd find later on, but everything felt familiar even though I was given access to higher-level play and cash shop. I enjoyed the storyline and quest text much more this time around. Last time, gameplay appeared pretty standard, but now that I know what to expect with combat and performance, I can enjoy the story a bit more. But a player can ignore the story completely and still find the game enjoyable. That's an issue with many MMOs in general. A lot of the time the story has no bearing on a player's character. This time I slowed down and read up most of the quests I came across and discovered some pretty cute tales and toons. The combat is still fun as well. Of course, turn-based combat is what this game is all about.

  • Free for All: When true live events died

    by 
    Beau Hindman
    Beau Hindman
    04.10.2013

    My memory isn't what it used to be. My wife calls me "airheaded," but I like to pretend that the reason I often forget stuff (whether I had already washed my hair or not, for example) is because my brain is filled with amazing, distracting thoughts. One victim of that selective memory is the existence of live events. Feel free to correct me in the comments section -- in fact, I need you to -- but I seem to remember a time when live events were more common than not. I'm not talking about scripted "random" events like those you'll find in RIFT, and I'm not referring to a quest-giver interaction. Nope, I'm talking about those special events when an employee logs in on a special account and makes things happen. In the game. In real time. Kids, ask your parents (or slightly older, funnier-looking favorite Massively columnist) for details. And no, I do not mean player-run events. Those are fantastic, but not the subject of this column. I just attended a live event in Ryzom the other night, and it made me wonder: Why did real live events become so rare?

  • Free for All: My five favorite MMOs for exploration

    by 
    Beau Hindman
    Beau Hindman
    04.03.2013

    There's nothing more important to me than the ability to freely explore MMOs. Heck, exploration is the reason I got into MMOs. I remember grabbing that box of Ultima Online (man, I wish I still had that box!) from a shelf at the local game store and looking in wonder at just how vast this virtual world seemed to be. I'm still the same way, although after years of doing this, I am a bit more cynical about games. I've heard so many promises that never came true, but I know that even the worst of titles offers the chance to explore a brand-new world. There are a lot of exploration mechanics out there. Free Realms has an adventurer "job," The Secret World needs players to explore to solve mysteries, Guild Wars 2 offers experience based on discovering new areas, EverQuest II entices people to explore by offering collectible items embedded in the ground, and there are so many MMOs that allow players to gain experience just by approaching areas they haven't before. But I have my favorites. These are games that just make me feel like an explorer.

  • Free for All: Debating the current state of classic MMORPGs

    by 
    Beau Hindman
    Beau Hindman
    03.27.2013

    This will not be another column dedicated to deciding the true meaning of "MMORPG." We've covered that plenty on Massively, but it's safe to say that we allow a lot of different styles of multiplayer gaming to be covered on the site. Half the staff are old fuddy-duddies when it comes to these virtual worlds, but even the fogiest of the fogies sees the writing on the wall: The meaning is changing or at least becoming something different to different people. We can fight it like fighting the latest wave of musical styles, or we can search for the good in all of it and keep up a sense of humor. I tend to cover whatever I feel like covering, as long as my bosses agree that the games I am writing about do not stray too far away from the MMO core. Some of my readers see my writing as supporting games that are not MMOs, promoting developers who want to ruin true MMOs by selling power, or elevating social games that are anything but MMOs. But I believe I have covered and will continue to cover "true" MMOs. I try to recognize the current state of MMOdom, and I want to capture it all at the same time. It has to be possible.

  • Free for All: The 10 best-looking browser-based MMORPGs

    by 
    Beau Hindman
    Beau Hindman
    03.20.2013

    Beauty, they say, is in the eye of the beholder. Keep that in mind before you tell that me the games that fill out the following list of "best-looking browser-based MMORPGs" are ugly as sin. Sure, some of them are an acquired taste, but I wanted to display just how much variety there is now in browser gaming. It's not the delivery system it once was; we have had fancier-looking Flash-based titles for a while, but now with engines like Unity or Silverlight and even HTML5 coding, we have games that look no different from their client-based counterparts. There are still some ugly-as-sin games out there as well, but they have endearing qualities all the same. So keep that in mind; this is my top 10 list. If you want to suggest your own in the comments section, I would love to hear them! Now, on to the list, in no particular order...

  • Free for All: How to be OK with not knowing how to play

    by 
    Beau Hindman
    Beau Hindman
    03.13.2013

    I've written before about how to accept your fate as a permanent newbie, international game explorer, or constant PvP victim. It has always come down to accepting the fact that many MMOs require hours of dedication in order to become skilled. Sure, we can break down what "skilled" really means and examine what sort of timetable is realistic for most human beings, but let's just say that we're past that. We're well into the territory of accepting our fate as a digital traveler, someone who simply cannot say no to a new MMO. This time I thought it would be better to list some lessons on how I learned to love the MMO explorer lifestyle. It worked for me! (Cheesy theme music starts in the background.)

  • EVE Evolved: Do PLEX make EVE pay-to-win?

    by 
    Brendan Drain
    Brendan Drain
    03.10.2013

    Several years ago, the subscription model was king and the mere mention of an MMO selling in-game items for cash was almost enough to cause a virtual riot. RMT was the devil, and players who bought swords or spaceships for cash deserved nothing short of a permanent ban. The past decade of development has changed the MMO landscape and brought in a new generation of gamers with different attitudes. Today's players have grown up with and embraced ideas like the free-to-play business model, microtransaction shops, and perhaps even the idea of buying in-game advantages for cash. In his latest Free for All column, Massively's Beau Hindman tackled the controversial issue of MMOs selling power for real cash, and his points about EVE Online sparked some pretty interesting discussion in the comments. The crux of the argument was that an EVE player can currently take out his wallet and buy his way into a bigger ship or even pick up a pre-trained veteran character. That's certainly true, but is that the same as buying an unfair advantage and does it necessarily make EVE pay-to-win? In this week's EVE Evolved, I look at why players find PLEX so much more palatable than direct item sales and ask whether the system fits the definition of pay-to-win.

  • Players, meet Albion Online. Albion, players.

    by 
    Justin Olivetti
    Justin Olivetti
    03.07.2013

    Berlin-based Sandbox Games announced that it's working on a medieval sandbox MMO called Albion Online -- and it wants you to get to know the game a bit better. Albion Online is an isometric, stylized game that boasts a fully player-driven economy, a day/night system, PvP corpse looting, territory control, and make-your-own classes. The kicker? The studio says that this will be "the first true cross-platform" MMO of its type. Sandbox says that all items and buildings in the game will be player-created, with even the land up for sale or rent. The team stresses that it won't be pay-to-win nor will players be facing impossible zergs. The game will be made available for the iPad, Android tablets, Windows, Mac, and Linux. Albion Online is currently in alpha, will begin closed beta weekends this month, and hopes to release Q3 2013.

  • Free for All: The continued standardization of selling power

    by 
    Beau Hindman
    Beau Hindman
    03.06.2013

    Selling power is a much quieter controversy than it used to be. I've been in gaming long enough to remember when selling anything desirable at all was taboo. At the same time, it's always been OK to sell some things like subscriptions or special boxed editions, proving that MMO gamers and others are brilliant at segmenting their rage. If it's a cool, special box with a neat virtual item inside, it somehow does not fall under the same umbrella as selling powerful, useful items in game. I think it does. But geeks in general are good at justifying poor behavior if they get what they want; just ask the hackers and file-swappers. Still, it doesn't matter how we feel about selling power because the industry is already moving in the direction of selling power, lots of power. EA recently announced that every title it produces from now on will feature microtransactions. While that doesn't guarantee the sale of powerful items, I can promise that it will include some. This train ain't stopping. Sure, the console community seems a bit late to the party when it comes to the power-selling controversy, but that's likely because of MMOs' always-on multiplayer mode.

  • Free for All: Wakfu's bizarre first year

    by 
    Beau Hindman
    Beau Hindman
    02.27.2013

    Wakfu is not what many would consider a standard MMORPG. Its developer, Ankama, has never pushed out normal products. After all, this is a French company we're talking about. That's right, as in France, the same place that brought us amazing (but unusual) creations like Ryzom's plant-planet and the incredible art of Moebius. There's something going on over there, something that is refreshingly different from the typical game or art design. When I attended GDC Online 2011, I was floored by a session featuring Ankama's David Calvo called Chaos in Motion: Transmedia as a Living Community Experience. The panel implored developers to take a chance on development, to give players something unique to experience and world to have an impact on. That was a while ago, however. The game launched a year ago, but the studio had an imperfect year. Let's follow the timeline from then to now.